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helix/helix-term/src/ui/popup.rs

153 lines
4.6 KiB
Rust

use crate::{
compositor::{Component, Compositor, Context, EventResult},
ctrl, key,
};
use crossterm::event::Event;
use tui::buffer::Buffer as Surface;
use helix_core::Position;
use helix_view::graphics::Rect;
// TODO: share logic with Menu, it's essentially Popup(render_fn), but render fn needs to return
// a width/height hint. maybe Popup(Box<Component>)
pub struct Popup<T: Component> {
contents: T,
position: Option<Position>,
size: (u16, u16),
scroll: usize,
id: &'static str,
}
impl<T: Component> Popup<T> {
pub fn new(id: &'static str, contents: T) -> Self {
Self {
contents,
position: None,
size: (0, 0),
scroll: 0,
id,
}
}
pub fn set_position(&mut self, pos: Option<Position>) {
self.position = pos;
}
pub fn get_rel_position(&mut self, viewport: Rect, cx: &Context) -> (u16, u16) {
let position = self
.position
.get_or_insert_with(|| cx.editor.cursor().0.unwrap_or_default());
let (width, height) = self.size;
// if there's a orientation preference, use that
// if we're on the top part of the screen, do below
// if we're on the bottom part, do above
// -- make sure frame doesn't stick out of bounds
let mut rel_x = position.col as u16;
let mut rel_y = position.row as u16;
if viewport.width <= rel_x + width {
rel_x = rel_x.saturating_sub((rel_x + width).saturating_sub(viewport.width));
}
// TODO: be able to specify orientation preference. We want above for most popups, below
// for menus/autocomplete.
if viewport.height > rel_y + height {
rel_y += 1 // position below point
} else {
rel_y = rel_y.saturating_sub(height) // position above point
}
(rel_x, rel_y)
}
pub fn get_size(&self) -> (u16, u16) {
(self.size.0, self.size.1)
}
pub fn scroll(&mut self, offset: usize, direction: bool) {
if direction {
self.scroll += offset;
} else {
self.scroll = self.scroll.saturating_sub(offset);
}
}
pub fn contents(&self) -> &T {
&self.contents
}
pub fn contents_mut(&mut self) -> &mut T {
&mut self.contents
}
}
impl<T: Component> Component for Popup<T> {
fn handle_event(&mut self, event: Event, cx: &mut Context) -> EventResult {
let key = match event {
Event::Key(event) => event,
Event::Resize(_, _) => {
// TODO: calculate inner area, call component's handle_event with that area
return EventResult::Ignored;
}
_ => return EventResult::Ignored,
};
let close_fn = EventResult::Consumed(Some(Box::new(|compositor: &mut Compositor| {
// remove the layer
compositor.pop();
})));
match key.into() {
// esc or ctrl-c aborts the completion and closes the menu
key!(Esc) | ctrl!('c') => close_fn,
ctrl!('d') => {
self.scroll(self.size.1 as usize / 2, true);
4 years ago
EventResult::Consumed(None)
}
ctrl!('u') => {
self.scroll(self.size.1 as usize / 2, false);
4 years ago
EventResult::Consumed(None)
}
_ => self.contents.handle_event(event, cx),
}
// for some events, we want to process them but send ignore, specifically all input except
// tab/enter/ctrl-k or whatever will confirm the selection/ ctrl-n/ctrl-p for scroll.
}
fn required_size(&mut self, _viewport: (u16, u16)) -> Option<(u16, u16)> {
let (width, height) = self
.contents
.required_size((120, 26)) // max width, max height
.expect("Component needs required_size implemented in order to be embedded in a popup");
self.size = (width, height);
Some(self.size)
}
fn render(&mut self, viewport: Rect, surface: &mut Surface, cx: &mut Context) {
// trigger required_size so we recalculate if the child changed
self.required_size((viewport.width, viewport.height));
cx.scroll = Some(self.scroll);
let (rel_x, rel_y) = self.get_rel_position(viewport, cx);
// clip to viewport
let area = viewport.intersection(Rect::new(rel_x, rel_y, self.size.0, self.size.1));
// clear area
let background = cx.editor.theme.get("ui.popup");
surface.clear_with(area, background);
self.contents.render(area, surface, cx);
}
fn id(&self) -> Option<&'static str> {
Some(self.id)
}
}